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Tetrahedral Mesh Visualization in a Game Engine

机译:游戏引擎中的四面体网格可视化

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摘要

A tetrahedral mesh is used to perform finite element analysis (FEA) of surgical cuts in a medical simulator. Visualization of a tetrahedral mesh is an important challenge in the process of constructing a realistic simulator. As game engines become increasingly popular, many companies are beginning to develop their own engines, or using existing engines for software development. However, game engines such as Unity and Unreal do not accept volume mesh. What is more, during the cutting process, the topology of tetrahedral mesh will change, resulting in progressively difficult visualization. In this paper, we present a procedure to prepare a tetrahedral mesh for a surgery simulator. We will also show an example of cutting a sphere by deleting tetrahedral elements.
机译:四面体网格用于在医学模拟器中执行手术切口的有限元分析(FEA)。在构造逼真的模拟器过程中,四面体网格的可视化是一项重要的挑战。随着游戏引擎变得越来越流行,许多公司开始开发自己的引擎,或将现有的引擎用于软件开发。但是,Unity和Unreal等游戏引擎不接受体积网格。此外,在切割过程中,四面体网格的拓扑结构将发生变化,从而导致逐渐难以可视化。在本文中,我们提出了一种为手术模拟器准备四面体网格的程序。我们还将展示一个通过删除四面体元素来切割球体的示例。

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